/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayPrediction.h
The main thingsFPredictionKeyitself provides are: -Unique ID and a system for having dependant chains of Prediction Keys ("Current" and "Base" integers) -A special implementation of ::NetSerialize *** which only serializes the prediction key to the predicting client *** -This is important as it allows us to serialize prediction keys in replicated state, knowing that only clients that gave the server the prediction key will actually see them!
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FPredictionKey
int16
Base
If non 0, the prediction key this was created from
bool
bIsServerInitiated
True if this was created as a server initiated activation key, used to identify server activations but cannot be used for prediction
bool
bIsStale
If stale, this key cannot be used for more prediction
int16
Current
The unique ID of this prediction key